Please read up on the interview and if you have Doom3 DOWNLOAD the mod and enjoy!

GI: From each member on the team please tell me who you are and what you did on Last Man Standing?

Kaiser: My name is Samuel Villarreal and I am a level designer for Last
Man Standing. I've also done many other user-made maps for various
games such as Doom1/2, Serious Sam, and Quake 2.

Hobbes: My name is Tom Tirone and I modified the SP maps for
cooperative play. This is my first time with modding and and it has
been a great experience.

MercyKiller: My name is Stephen Youts and I'm a level designer for LMS.
I've fiddled around with several game engines and mapped for Unreal
Tournament, but never released anything.

BurN: My name is Balal. I'm the webmaster for LMS I also help with random graphics and the maintaining the forums with calimer..

AO: My name is Arne Olav. I'm one of the two coders for LMS. I joined
the team right before the first release and I've been working on fixing
a lot of the minor and major bugs in multiplayer so people could enjoy
LMS with friends. I've also been making sure we organize all assets in
the most effective way.

iten: My name's Joel Armstrong, and I'm the other coder for LMS. I was
asked to join after I made a big ruckus in the Doom3World forums with
my supposed coop mod really just a modification to attempt to get
monsters to show up that ended up getting scrapped. I've been doing
pretty minor things coding-wise, but I've been trying off-and-on to
help focus the team in order to get 0.4 on track (though not nearly as
much as our leader, calimer.)

Calimer: My name is Michael Tomaino, and my jobs are Lead Organizer,
Public Relations, and when I get the chance, mapping. In addition, I am
one of the two original founders, the other being Altheus Stone, who is
working with us now as an Art Director. Mainly my job is to keep us on
track for the releases, and to make sure we can reasonably accomplish
the goals we set. Also I try to spread the word about the Mod and form
relations with the community. In addition I am the creator of the
infamous map fortcomp which was the first official Last Man Standing
Coop map that featured the gameplay we wanted to show the world.

Altheus Stone: My name is Scott Penner, and after taking a sabbatical
to work on personal endeavors, I'm back to help out with Art Direction.
Calimer and I started out trying to create a very specific type of
experience for our players, so I suppose I'm back now to make sure that
the very look and feel of this mod represents what we originally set
out to do. Outside the mod I'm a freelance modeler and concept artist.

GI: When was Last Man Standing created and thought up?

Calimer: Altheus and I had been wanting to create a game for a few
years previous to the formation of the mod, though the concept for this
mod was thought up around the time of the Doom 3 release. We had been
debating about whether to Mod with HL2 or Doom 3 for some time, but
since Doom 3 was supposed to come with linux support and seemed to fit
our concept a bit more, we went with Doom 3. We actually had a much
bigger project in mind before the start, but we decided we wanted to
start with something "small and simple" and work our way up, but it
turns out even our small project was more complicated than we expected.
It sure has been fun though, and I'm definitely glad we decided to add
support for the single player levels, even though originally that was
not in the plan.

GI: How did the name Last Man Standing become the name?

Calimer: Altheus presented it to me as an idea for the mod and I
thought it sounded good. We didn't realize that it was a gametype
featured in Doom 3, whoops. So now in an attempt to be a little less
confusing we try to go by the name Last Man Standing Coop. I think that
a complete name change would have been the most confusing option.

GI: From the first release to the next what is the best feature in Last Man
Standing?

Kaiser: That would definitely be Co-Op support. Nothing beats blowing away imps with a friend!

MercyKiller: Co-op is a big feature that AO and Iten have done a kick
ass job on. There are also cool smaller features that are being worked
on, like turrets.

Calimer: Co-op of course kicks ass. I personally have really enjoyed
the fact that the mod features a lot of action and has varying play.
Unfortunately the concepts such as killfest have not caught on as much
as we had hoped, but I still definitely enjoy playing the maps. It
turns out that players were much more interested in working together
against the monsters than competing against each other. Another feature
I like about the mod is the flexibility. Nearly any map that features
monsters can fit into the mod. This allows for a lot of creativity to
be included in the mod which is very fun to see throughout our maps and
other areas.

GI: Doom3 is known for its weapons and getting scared. What did you do to add to this?

Kaiser: Last Man Standing is all about action and carnage. Instead of
scaring the players, we make the player panic by including hordes of
demons that are unleashed in their path while being supplied with
enough arsenal to keep them going. This and the addition of coop mode
makes up an enjoyable experience.

MercyKiller: Like Kaiser said, it is not so much about getting scared
as getting the adrenaline flowing. Ammunition conservation is not
really an issue with LMS - figuring out how to deal with several
monsters attacking you at once is more important to the gameplay.
Revility also did a great job on the double barreled shotgun.

Calimer: Last Man Standing Coop is about inciting panic in the players
by unleashing the gates of hell on them. We have several map types,
such as some where you have to defend something against swarms
monsters, others where you face unlimited waves and see how long you
can survive, and then we have more progression style maps. We do also
plan to create some maps that more resemble the single player maps,
though we have some of our own ideas on how to scare the players which
I think will be effective, to say the least.

Altheus: All along, the goal was never to really change the look of the
game. I wanted the maps to retain their ominous, cold steel appearance.
What changed is the way the game flows. Doom 3 is slow-paced and
cautious. Enemies pop out from nowhere to scare the bejeezus out of
people. Our mod aims to bring the action straight to the player, with
the goal of, as calimer said, inciting panic.

GI: Whats next for the mod?

Kaiser: We are currently planning a mission mode where the player goes
through a sequence of levels like SP Doom 3. And we are thinking up a
story to go along with this mission mode as well as getting together
brand new maps.

MercyKiller: Personally I'm trying to take some of my levels outdoors.
The progression style levels in the mission sequence will feature more
action than the single player levels, because we're not focusing on
making them scary.

AO: Code wise there's a lot of things to improve which is going make
LMS an even better experience for players. Feedback from fans have been
great and we have a list of things to improve/fix to keep us busy for a
long time. What I'm most excited about is improving the net code which
has a lot of potential. That's one of the long-term goals though, the
improvements for the net code will be incremental.

Calimer: Currently we are working on polishing up the content we
already have, this mainly includes the maps and code. We have around 25
maps, and a good amount of them just need some minor tweaking to be
playable so I think it is important to get that finished before we move
onto the next mapping project. The next mapping project, as Kaiser
mentioned, is a mission pack that should resemble the single player
levels a little more than our past maps. Also we are eagerly awaiting
the 1.3 Doom 3 patch so that ROE players can play LMS without having to
use workarounds. We also have many other concept ideas we have been
playing with, so there is much more to come!